using UnityEngine;
using System.Collections;

public class Monster : Alive_object {
//	public object_data object_data_;
//	public State[] arr_state_;
//	protected FSM fsm;

	void Start () {
		try
		{
			base.init();
		}
		catch
		{
			
		}
	}
	
	void Update () {
		fsm.Run_state(this);
	}
	public void WasAttacked(float _damage)
	{
		monster_data_.Max_HP -= _damage;
		fsm.Change_state(this.arr_state_[2],this);
	}
}
